Commit Graph

16 Commits

Author SHA1 Message Date
kronic eeaf8a4247 Pronounced combat animation: 3-swing sword combo, per-class specials, sword in hand
BLENDER (5 new/re-authored clips, all full-body, mirrored-left-arm axes
FIXED - Synty L shoulders mirror X/twist vs R, verified by axis probes):
- A_Swing_R2L / A_Swing_L2R (0.47s): horizontal slash + backhand with real
  anticipation (torso wound 25 deg), 2-frame strikes, follow-through past
  the target.
- A_Swing_Finisher (0.60s): overhead crash with a crouch drop into impact.
- A_Special_Slam (0.53s): two-handed ground slam - the Warrior cone finally
  LOOKS like a cone attack.
- A_Fire_OneHand re-authored punchier (cock -> full-extension thrust with
  torso commit -> recoil kick).
Export lesson: Blender 4.4 slotted actions - reassigning animation_data.
action does NOT bind the slot; force animation_data.action_slot before
export/render or you bake a stale pose.

CONTROLLER: MeleeSwing (one clip for everything) replaced by Swing1/2/3
keyed on new ComboStep int param (replicated MeleeCombo.Step); Fire gated
!IsCone (Ranger shot), new SpecialSlam state on IsFiring+IsCone (Warrior).

DRIVE SYSTEM: writes ComboStep from the replicated combo step and IsCone
from the replicated AbilityRef -> AbilityDatabase blob archetype (works for
remote teammates too).

SWORD: SM_Wep_Sword_01 (SciFiSpace - same pack/atlas as the soldier) as a
mesh-sub-asset child of Hand_R, grip rot (90,0,0) tuned live against the
running entity. Required RigDefinitionAuthoring boneEntityStrippingMode
Automatic -> None so the hand bone entity exists + is posed (stripped bones
never animate attachments). Play-verified: the energy blade rides the fist.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 21:18:07 -07:00
kronic b7db292987 Blender-authored clips: real death fall, fire thrust, dash lean, hit-react (Phase 1 anim triage)
Four clips authored programmatically in Blender on the PolygonSyntyCharacter
skeleton (full-body keys per pose, numeric world-space verification of the
fall: hips 0.88->0.14m) and exported per-action FBX (Key All Bones, Force
Start/End Keying, FBX Units Scale). Imported as HUMANOID - the project's
pipeline is Human rigs (CharactersAvatar isHuman=true; CLAUDE.md's 'Generic'
note was stale), so muscle-space retargeting plays these on the player AND
every monster rig with zero bone-path matching. CopyFromOther failed on the
Blender-added 'Armature' node (hierarchy mismatch) -> CreateFromThisModel;
root motion fully baked into pose (the CC owns the transform).

- A_Death_FallBack (0.90s = exactly the 54-tick corpse window): recoil ->
  fall -> flat on the back -> settle. Wired as the Death state on BOTH
  controllers, replacing the crouch-idle placeholder.
- A_Fire_OneHand (0.4s): new IsFiring param + Fire state on the player
  controller; PlayerAnimationDriveSystem routes FireActive to it (melee owns
  IsAttacking again).
- A_Dash_Lean (0.33s): new IsDashing param + Dash state; driven from the
  local player's predicted DashState window (not replicated -> remotes skip).
- A_HitReact (0.27s): imported + avatar'd, wiring deferred (needs a
  replicated hit-tick source; body flash covers the read today).

456/456 EditMode; Play-validated: forced IsDead renders the soldier flat on
the ground in-game (Blender->FBX->Humanoid->Rukhanka chain proven), Fire
state enters and plays; console clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 20:44:21 -07:00
kronic a482a9c4ed Phase 1 A/C/D: void room fixed, authored portal + spawn FX, verbs finally taught
SLICE A - rooms become places: ExpeditionBiome duplicated to sub-slot 1
(X+1500) - ground, 205 decor children, rim cliffs, ambience; collider ring +
3 landmark colliders duplicated in the subscene; NEW in-room cover at BOTH
slots (4 collidable rocks each: Environment-layer box colliders in the
subscene + matching Synty rock meshes in Game.unity, placed clear of the
landing point, portal spot, spawn ring and boss spawn). Half of all rooms
previously played on a literal void.

SLICE C - owned FX wired: VFXConfig gains Portal + EnemySpawn slots
(FX_Portal_Round_01 / FX_Dust_Big_01 from PolygonParticleFX); the portal
beacon prefers the authored effect (procedural pillar stays as fallback);
enemies get a spawn-emerge cue on the ghost add-edge (primed-scan guard
skips the connect flood).

SLICE D (teaching) - the two undiscoverable verbs are now taught: dash on
the Move step, class ability + attack on the Rooms step (scheme-aware
glyphs); How-to-Play Controls adds Class ability + Dash rows and fixes the
wrong RT glyph; Loop step 1 mentions class pick + prep; the stale '50
starting Ore' now interpolates Tuning.StartingOre.

456/456 EditMode.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 12:45:25 -07:00
kronic fefd7168ec Docs: Co-op Hades iteration plan + dev-loop session log + tour screenshots
Direction locked 2026-07-06: trunk fixes + full Co-op Hades conversion
(mothball tower-defense, win expedition-side, hub base, mechanic-changer
boons, 2nd ability, node types, 2nd boss, revive), depth folded in now,
Blender at hero-props+decals scope. Evidence: 9-agent analysis workflow +
live play tour (screenshots referenced by the plan doc).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 12:27:05 -07:00
kronic 16e396841e Run Re-Do 2026-07-02 20:41:43 -07:00
Luis Gonzalez ec6abb8574 Drop dead Git LFS assets with never-uploaded objects
Remove 158 LFS-tracked files whose objects never reached origin
(incomplete push) and so couldn't be fetched on a fresh checkout:
Rukhanka Samples~/ demo assets (Unity-ignored), editor inspector
icons + RukhankaAnimation.pdf, and 2 doc screenshots. All editor-only
or Unity-ignored; verified non-essential (clean compile, 390/390 tests,
clean netcode boot without them). Each asset removed with its .meta.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 00:06:25 -07:00
kronic 1ed2aa46c5 HUD and Height Changes 2026-06-07 22:29:25 -07:00
kronic 25b53cb062 UI 2026-06-07 13:28:25 -07:00
kronic 8aed336340 Docs: align CLAUDE.md + vault to scene-split / Automation / Saves / UITK
CLAUDE.md: rewrite Bootstrap&worlds (scene split + on-demand frontend), add M7 Automation + disk-persistence + UITK HUD bullets, new build-gotchas, note new folders fit existing asmdefs. Vault: Milestones (M6 + polish pass -> Done; HUD + cleanup rows), Backlog (ConnectionUI done + cleanup notes), Home/Systems_Index dates. Add the 3 prior session logs + DR-019/020/021 + the 2026-06-06 cleanup log + screenshots.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-06 15:06:26 -07:00
kronic 15bc1022ee Map Updates 2026-06-04 21:49:03 -07:00
kronic 16b01bec38 Game Scene Split up 2026-06-04 13:45:46 -07:00
kronic 5c11ff4fad Continued 2026-06-04 00:06:18 -07:00
kronic 8e9b4412ce Core Game Loop Additions 2026-06-03 22:41:27 -07:00
kronic 9091388bc2 Asset Dump 2026-06-03 13:46:13 -07:00
kronic e362aaeb43 Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.

Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 22:50:43 -07:00
Luis Gonzalez 1f647dd5e1 Initial Combat Implementation 2026-05-31 21:35:12 -07:00